小时钟加上探照灯

今天,把小时钟在黑夜模式下添加了探照灯,完成了我电脑图学的第三个作业。

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using Tao.OpenGl;
using Tao.FreeGlut;
namespace homework3
{
public partial class Form1 : Form
{
double second_rot = 0.0;
double minit_rot = 0.0;
double hour_rot = 0.0;
double rot = 0.0;
int status = 0;
int light1_status = 1;
int light2_status = 1;
int light3_status = 1;
int light4_status = 1;
DateTime mydatetime = new DateTime();
public Form1()
{
InitializeComponent();
this.simpleOpenGlControl1.InitializeContexts();
Glut.glutInit();
}
private void setVolume()
{
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
double aspect = (double)this.simpleOpenGlControl1.Size.Width / (double)this.simpleOpenGlControl1.Size.Height;
Glu.gluPerspective(45.0, aspect, 0.1, 100.0);
Gl.glViewport(0, 0, this.simpleOpenGlControl1.Width, this.simpleOpenGlControl1.Height);

}
private void myInit()
{
Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
float[] global_ambient = new float[] { 0.2f, 0.2f, 0.2f };
float[] light0_ambient = new float[4] {0.2f,0.2f,0.2f,1.0f };
float[] light0_diffuse = new float[4] {0.7f,0.7f,0.7f,1.0f };
float[] light0_specular = new float[4] {0.9f,0.9f,0.9f,1.0f};


Gl.glLightModelfv(Gl.GL_LIGHT_MODEL_AMBIENT, global_ambient);
Gl.glLightfv(Gl.GL_LIGHT0 , Gl.GL_AMBIENT, light0_ambient);
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, light0_diffuse);
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, light0_specular);

Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_AMBIENT, light0_ambient);
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_DIFFUSE, light0_diffuse);
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_SPECULAR, light0_specular);

Gl.glLightfv(Gl.GL_LIGHT2, Gl.GL_AMBIENT, light0_ambient);
Gl.glLightfv(Gl.GL_LIGHT2, Gl.GL_DIFFUSE, light0_diffuse);
Gl.glLightfv(Gl.GL_LIGHT2, Gl.GL_SPECULAR, light0_specular);

Gl.glLightfv(Gl.GL_LIGHT3, Gl.GL_AMBIENT, light0_ambient);
Gl.glLightfv(Gl.GL_LIGHT3, Gl.GL_DIFFUSE, light0_diffuse);
Gl.glLightfv(Gl.GL_LIGHT3, Gl.GL_SPECULAR, light0_specular);

Gl.glLightfv(Gl.GL_LIGHT4, Gl.GL_AMBIENT, light0_ambient);
Gl.glLightfv(Gl.GL_LIGHT4, Gl.GL_DIFFUSE, light0_diffuse);
Gl.glLightfv(Gl.GL_LIGHT4, Gl.GL_SPECULAR, light0_specular);

Gl.glColorMaterial(Gl.GL_FRONT_AND_BACK, Gl.GL_AMBIENT_AND_DIFFUSE);
Gl.glEnable(Gl.GL_COLOR_MATERIAL);
Gl.glEnable(Gl.GL_LIGHTING);

Gl.glEnable(Gl.GL_LIGHT0);
Gl.glEnable(Gl.GL_DEPTH_TEST);
Gl.glEnable(Gl.GL_NORMALIZE);

status = 0;
}

private void simpleOpenGlControl1_Load(object sender, EventArgs e)
{
myInit();
setVolume();
mydatetime = DateTime.Now;
second_rot = mydatetime.Second * 6.0;
minit_rot = mydatetime.Minute * 6.0;
hour_rot = mydatetime.Hour * 30+mydatetime.Minute*0.5;

}

private void simpleOpenGlControl1_Paint(object sender, PaintEventArgs e)
{
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();

Glu.gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);


float[] material_ambient = new float[4] { 0.2f, 0.2f, 0.2f, 1.0f };
float[] material_diffuse = new float[4] { 0.7f, 0.7f, 0.7f, 1.0f };
float[] material_specular = new float[4] { 0.8f, 0.8f, 0.8f, 1.0f };
float[] light0_position = new float[4] { 0.0f, 0.0f, 5.0f,1.0f};
float[] light0_direction = new float[3] { 0.0f, 0.0f, 0.0f };
light0_direction[0] = light0_direction[0] - light0_position[0];
light0_direction[1] = light0_direction[1] - light0_position[1];
light0_direction[2] = light0_direction[2] - light0_position[2];

Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, light0_position);
Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPOT_DIRECTION, light0_direction);
Gl.glMaterialfv(Gl.GL_FRONT_AND_BACK, Gl.GL_AMBIENT, material_ambient);
Gl.glMaterialfv(Gl.GL_FRONT_AND_BACK, Gl.GL_DIFFUSE, material_diffuse);
Gl.glMaterialfv(Gl.GL_FRONT_AND_BACK, Gl.GL_SPECULAR, material_specular);
Gl.glMaterialf(Gl.GL_FRONT_AND_BACK, Gl.GL_SHININESS, 100.0f);

Gl.glRotated(rot, 0.0, 1.0, 0.0);
Gl.glColor3ub(0, 255, 0);
Glut.glutSolidTorus(0.15, 1.5, 40, 40);

Gl.glPushMatrix();
Gl.glColor3ub(255, 255, 0);
Gl.glScaled(1.0, 1.0, 0.1);
Glut.glutSolidSphere(1.35, 40, 40);
Gl.glPopMatrix();

Gl.glPushAttrib(Gl.GL_LIGHTING_BIT);
Gl.glTranslated(0.0, 0.0, 0.15);
if (rot < 90 && rot > -90)
{
Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(0.0, 1.15, 0.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(30 * Math.PI / 180.0), 1.15 * Math.Cos(30 * Math.PI / 180.0), 0.0);
Gl.glRotated(30.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(60 * Math.PI / 180.0), 1.15 * Math.Cos(60 * Math.PI / 180.0), 0.0);
Gl.glRotated(60.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15, 0.0, 0.0);
Gl.glRotated(90.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(120 * Math.PI / 180.0), 1.15 * Math.Cos(120 * Math.PI / 180.0), 0.0);
Gl.glRotated(120.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(150 * Math.PI / 180.0), 1.15 * Math.Cos(150 * Math.PI / 180.0), 0.0);
Gl.glRotated(150.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(0, -1.15, 0.0);
Gl.glRotated(180.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(210 * Math.PI / 180.0), 1.15 * Math.Cos(210 * Math.PI / 180.0), 0.0);
Gl.glRotated(210.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(240 * Math.PI / 180.0), 1.15 * Math.Cos(240 * Math.PI / 180.0), 0.0);
Gl.glRotated(240.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(270 * Math.PI / 180.0), 1.15 * Math.Cos(270 * Math.PI / 180.0), 0.0);
Gl.glRotated(270.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(300 * Math.PI / 180.0), 1.15 * Math.Cos(300 * Math.PI / 180.0), 0.0);
Gl.glRotated(300.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 0);
Gl.glTranslated(-1.15 * Math.Sin(330 * Math.PI / 180.0), 1.15 * Math.Cos(330 * Math.PI / 180.0), 0.0);
Gl.glRotated(330.0, 0.0, 0.0, 1.0);
Gl.glScaled(0.1, 1.0, 0.01);
Glut.glutSolidCube(0.3);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(0, 0, 255);
Gl.glRotated(-hour_rot, 0.0, 0.0, 1.0);
Gl.glTranslated(0.0, 0.3, 0.0);

Gl.glScaled(0.1, 1.0, 0.05);
Glut.glutSolidCube(1.0);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(0, 0, 255);
Gl.glRotated(-minit_rot, 0.0, 0.0, 1.0);
Gl.glTranslated(0.0, 0.45, 0.0);
Gl.glScaled(0.1, 1.8, 0.05);
Glut.glutSolidCube(0.8);
Gl.glPopMatrix();

Gl.glPushMatrix();
Gl.glColor3ub(255, 0, 255);
Gl.glRotated(-second_rot, 0.0, 0.0, 1.0);
Gl.glTranslated(0.0, 0.5, 0.0);
Gl.glScaled(0.05, 2.4, 0.05);
Glut.glutSolidCube(0.6);
Gl.glPopMatrix();
Gl.glPopAttrib();

if (light1_status == 0)
{
float[] light_position = new float[4] { (float)(-1.4 * Math.Sin(120 * Math.PI / 180.0)), (float)(-1.4 * Math.Cos(120 * Math.PI / 180.0)), 0.1f, 1.0f };
float[] light_direction = new float[3] { 0.0f, 0.0f, 0.0f };
light_direction[0] = light_direction[0] - light_position[0];
light_direction[1] = light_direction[1] - light_position[1];
light_direction[2] = light_direction[2] - light_position[2];


Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_POSITION, light_position);
Gl.glLightfv(Gl.GL_LIGHT1, Gl.GL_SPOT_DIRECTION, light_direction);
Gl.glLightf(Gl.GL_LIGHT1, Gl.GL_SPOT_CUTOFF, (float)(Math.Atan(0.25) * 180.0 / Math.PI));
Gl.glLightf(Gl.GL_LIGHT1, Gl.GL_SPOT_EXPONENT, 1.0f);
Gl.glEnable(Gl.GL_LIGHT1);

}
if (light2_status == 0)
{
float[] light_position = new float[4] { (float)(-1.4 * Math.Sin(60 * Math.PI / 180.0)), (float)(-1.4 * Math.Cos(60 * Math.PI / 180.0)), 0.1f, 1.0f };
float[] light_direction = new float[3] { 0.0f, 0.0f, 0.0f };
light_direction[0] = light_direction[0] - light_position[0];
light_direction[1] = light_direction[1] - light_position[1];
light_direction[2] = light_direction[2] - light_position[2];


Gl.glLightfv(Gl.GL_LIGHT2, Gl.GL_POSITION, light_position);
Gl.glLightfv(Gl.GL_LIGHT2, Gl.GL_SPOT_DIRECTION, light_direction);
Gl.glLightf(Gl.GL_LIGHT2, Gl.GL_SPOT_CUTOFF, (float)(Math.Atan(0.25) * 180.0 / Math.PI));
Gl.glLightf(Gl.GL_LIGHT2, Gl.GL_SPOT_EXPONENT, 1.0f);


Gl.glEnable(Gl.GL_LIGHT2);


}
if (light3_status == 0)
{
float[] light_position = new float[4] { (float)(-1.4 * Math.Sin(240 * Math.PI / 180.0)), (float)(-1.4 * Math.Cos(240 * Math.PI / 180.0)), 0.1f, 1.0f };
float[] light_direction = new float[3] { 0.0f, 0.0f, 0.0f };
light_direction[0] = light_direction[0] - light_position[0];
light_direction[1] = light_direction[1] - light_position[1];
light_direction[2] = light_direction[2] - light_position[2];

Gl.glLightfv(Gl.GL_LIGHT3, Gl.GL_POSITION, light_position);
Gl.glLightfv(Gl.GL_LIGHT3, Gl.GL_SPOT_DIRECTION, light_direction);
Gl.glLightf(Gl.GL_LIGHT3, Gl.GL_SPOT_CUTOFF, (float)(Math.Atan(0.25) * 180.0 / Math.PI));
Gl.glLightf(Gl.GL_LIGHT3, Gl.GL_SPOT_EXPONENT, 1.0f);


Gl.glEnable(Gl.GL_LIGHT3);

}
if (light4_status == 0)
{
float[] light_position = new float[4] { (float)(-1.4 * Math.Sin(300 * Math.PI / 180.0)), (float)(-1.4 * Math.Cos(300 * Math.PI / 180.0)), 0.1f, 1.0f };
float[] light_direction = new float[3] { 0.0f, 0.0f, 0.0f };
light_direction[0] = light_direction[0] - light_position[0];
light_direction[1] = light_direction[1] - light_position[1];
light_direction[2] = light_direction[2] - light_position[2];


Gl.glLightfv(Gl.GL_LIGHT4, Gl.GL_POSITION, light_position);
Gl.glLightfv(Gl.GL_LIGHT4, Gl.GL_SPOT_DIRECTION, light_direction);
Gl.glLightf(Gl.GL_LIGHT4, Gl.GL_SPOT_CUTOFF, (float)(Math.Atan(0.25) * 180.0 / Math.PI));
Gl.glLightf(Gl.GL_LIGHT4, Gl.GL_SPOT_EXPONENT, 1.0f);


Gl.glEnable(Gl.GL_LIGHT4);


}
}
}

private void timer1_Tick(object sender, EventArgs e)
{
second_rot += 6.0;
if (second_rot % 360 == 0)
{
minit_rot += 6.0;
hour_rot += 0.5;

}
this.simpleOpenGlControl1.Refresh();
}

private void simpleOpenGlControl1_KeyDown(object sender, KeyEventArgs e)
{
switch (e.KeyCode)
{
case Keys .D0:
if (status == 0)
{
Gl.glDisable(Gl.GL_LIGHT0);
status = 1;
}
else
{
Gl.glEnable(Gl.GL_LIGHT0);
Gl.glDisable(Gl.GL_LIGHT1);
status = 0;
}
break;
case Keys.Left:
if (rot >= 270 )
rot = -90;
rot += 5;

break;
case Keys.Right:
if (rot <= -270)
rot = 90;
rot -= 5;
break;
case Keys .D1:
if (light1_status == 1)
{


light1_status = 0;
}
else
{
Gl.glDisable(Gl.GL_LIGHT1);
light1_status = 1;
}
break;
case Keys.D2:
if (light2_status == 1)
{
light2_status = 0;
}
else
{
Gl.glDisable(Gl.GL_LIGHT2);
light2_status = 1;
}
break;
case Keys.D3:
if(light3_status==1)
{
light3_status = 0;
}
else
{
Gl.glDisable(Gl.GL_LIGHT3);
light3_status = 1;
}
break;
case Keys.D4:
if (light4_status == 1)
{
light4_status = 0;
}
else
{
Gl.glDisable(Gl.GL_LIGHT4);
light4_status = 1;
}
break;

}
this.simpleOpenGlControl1.Refresh();
}

private void 设定闹钟ToolStripMenuItem_Click(object sender, EventArgs e)
{

}
}
}

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